diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-02 13:34:36 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 13:34:36 +0100 |
| commit | 15c4c0cf02d2b4ec8b3446bbc1805651ab312889 (patch) | |
| tree | 6b46325473eff047dd89aa6f6da2bc54ba7c8d3f /PROJECT_CONTEXT.md | |
| parent | 2c535b3bb4905584da9a99129dfb19976e2dabb2 (diff) | |
feat(3d): Implement scene query shadows (POC)
- Updated Renderer3D shader to include 'map_scene' and 'calc_shadow' functions.
- Shader now iterates over all objects (up to kMaxObjects) to evaluate the scene SDF globally.
- Implemented hard/soft shadows from a fixed directional light.
- Updated GlobalUniforms struct with proper packing/padding for WebGPU compatibility.
- Captured 'GPU BVH & Shadows' task in PROJECT_CONTEXT.md for future optimization.
Diffstat (limited to 'PROJECT_CONTEXT.md')
| -rw-r--r-- | PROJECT_CONTEXT.md | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md index ee22a89..538d00e 100644 --- a/PROJECT_CONTEXT.md +++ b/PROJECT_CONTEXT.md @@ -38,6 +38,7 @@ Style: - **Task #18: 3D System Enhancements** - [ ] **Visual Debug Mode**: Implement a debug overlay (removable with `STRIP_ALL`) to render wireframe bounding volumes, object trajectories, and light source representations. - [ ] **Blender Exporter**: Create a tool to convert simple Blender scenes into the demo's internal asset format. + - [ ] **GPU BVH & Shadows**: Implement a GPU-based Bounding Volume Hierarchy (BVH) to optimize scene queries (shadows, AO) from the shader, replacing the current O(N) loop. - **Phase 2: Advanced Size Optimization** - [x] PC+Windows (.exe binary) via MinGW - [ ] Task #4a: Linux Cross-Compilation |
